/******************************************************************************
 * Spine Runtimes Software License
 * Version 2.1
 * 
 * Copyright (c) 2013, Esoteric Software
 * All rights reserved.
 * 
 * You are granted a perpetual, non-exclusive, non-sublicensable and
 * non-transferable license to install, execute and perform the Spine Runtimes
 * Software (the "Software") solely for internal use. Without the written
 * permission of Esoteric Software (typically granted by licensing Spine), you
 * may not (a) modify, translate, adapt or otherwise create derivative works,
 * improvements of the Software or develop new applications using the Software
 * or (b) remove, delete, alter or obscure any trademarks or any copyright,
 * trademark, patent or other intellectual property or proprietary rights
 * notices on or in the Software, including any copy thereof. Redistributions
 * in binary or source form must include this license and terms.
 * 
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using System;
using System.IO;
using System.Collections.Generic;
using UnityEngine;
using Spine;

[ExecuteInEditMode]
[AddComponentMenu("Spine/SkeletonAnimation")]
public class SkeletonAnimation : SkeletonRenderer, ISkeletonAnimation
{
    public float timeScale = 1;
    public bool loop;
    public Spine.AnimationState state;



    public event UpdateBonesDelegate UpdateLocal
    {
        add { _UpdateLocal += value; }
        remove { _UpdateLocal -= value; }
    }

    public event UpdateBonesDelegate UpdateWorld
    {
        add { _UpdateWorld += value; }
        remove { _UpdateWorld -= value; }
    }

    public event UpdateBonesDelegate UpdateComplete
    {
        add { _UpdateComplete += value; }
        remove { _UpdateComplete -= value; }
    }

    protected event UpdateBonesDelegate _UpdateLocal;
    protected event UpdateBonesDelegate _UpdateWorld;
    protected event UpdateBonesDelegate _UpdateComplete;

    [SerializeField]
    private String
        _animationName;

    public String AnimationName
    {
        get
        {
            TrackEntry entry = state.GetCurrent(0);
            return entry == null ? null : entry.Animation.Name;
        }
        set
        {
            if (_animationName == value)
                return;
            _animationName = value;
            if (value == null || value.Length == 0)
                state.ClearTrack(0);
            else
                state.SetAnimation(0, value, loop);
        }
    }

    public override void Reset()
    {
        base.Reset();
        if (!valid)
            return;

        state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
        if (_animationName != null && _animationName.Length > 0)
        {
            state.SetAnimation(0, _animationName, loop);
            Update(0);
        }
    }

    public virtual void Update()
    {
        Update(Time.deltaTime);
    }

  
    public void Update(float deltaTime)
    {
        //   this.UpdateMS(deltaTime);
    }

    public virtual void UpdateMS(float deltaTime)
    {
        if (!valid)
            return;

        deltaTime *= timeScale;
        skeleton.Update(deltaTime);
        state.Update(deltaTime);
        state.Apply(skeleton);

        if (_UpdateLocal != null)
            _UpdateLocal(this);

        skeleton.UpdateWorldTransform();

        if (_UpdateWorld != null)
        {
            _UpdateWorld(this);
            skeleton.UpdateWorldTransform();
        }

        if (_UpdateComplete != null)
        {
            _UpdateComplete(this);
        }
    }
}
